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I decided to revisit the BRC Serenity set to see if I could improve on the windows. Long story short, I could not. I pretty much spent the day discovering numerous ways how "not to create a lightbulb," (National Treasure dialog reference...) It didn't help anything that I discovered I had not saved the original Serenity scene! Very unlike me. I usually have several versions of any given scene backed up. Needless to say, these images are not at the came camera angle as the first one.
Here are some comparison images using different shaders. I converted the set to Iray using both the previous Iray Uver Base, and the version shipping with the latest version of Daz Studio. (I could see no difference between the two.) And then I applied the Architectural Shader Base. Whoa! That shader is quit a bit different. Lighting the window was done differently, and I ended up making it brighter. this first image compares the three shaders side-by-side. I should also mention, the Ghost Lights are the same in all the images.
At this point, I prefer to not use the Architectural base shader. The shader makes everything overly shiny and reflective. I ended up tweaking the settings and adding the diffuse images into the bump parameter. Here is a comparison:
On the left is the Iray Uber Base, (no bump images,) and on the right is the Architectural base, (with bump images.) Although the windows are brighter, the architectural base half of the image is darker overall, and some of the trim details are washed out.
The last image is the redo, with the diffuse images added to the bump parameter, from as weak as 1.0 on the flat ceiling surface facing the camera to 5.0 on the back wall.
Thanks! Yeah, I usually tweak the light in lightroom & photoshop since it's faster than trying to get it how I want it in DAZ. I also always end up fixing the eyes and just painting a bit ontop of the render.
Yeah, that's what I noticed too in my latest experiment (Mirador). Architectural Base turned it into SUPER polished marble, almost! I'm thinking it might look good applied to metal if you're going for a shiny look. Otherwise, Uberbase might be a better choice unless you tweak the architectural base. However, I'm not sure why, but with the Arch.Base, adding the bump/normal maps, turned out way different than adding those maps (same settings and light) to the Uberbase. I'll make a comparison again, just in case I messed up more with the ArchBase set without realizing.
Nice work on this, I got that set some weeks ago when they had a blow out of the older stuff but didn't get to work with it yet
Here's a little render that I did using the Hot Tub set.
The road and sidewalk are just primatives with shaders added.
Here is the same render without depth of field.
Very nice. I like both images, but the one with DOF actually draws the eye more to the set. (Did the camera settings affect the light on the car and figure, or did you do that via lighting or post...? I really like the effect.)
@Linwelly, thanks! I think all DM sets are amazing! I actually got dark rites after you posted a render here. Haven't had time to play with that one yet, but the amount of detail modeled into each thing makes it easy to work with. Or rather, makes it easy to look good even with little adjustments!
@JamesJAB, nice render! Did you convert the set via Uberbase? Or Uberbase architecture? Or none?
Both are untouched renders. The one with Depth of Field enabled, I also adjusted the bloom setting.
@giselle3000 The only material I changed was the hill that the set sits on, everything else is default.
Here's the Hot tub set from another angle
Nice, @JamesJAB! I'm wondering now how that wood would look with some bump/normal maps. By any chance, does the set have different surface textures? Or does it come packaged with only one big diffuse map? (I've found older models only come with 1 or 2 diffuse maps, which makes it hard to re-shade.)
I did a comission recently and needed to use Bar Interior, so I decided to also render out the comparisons to share them here (despite this one not being a super old product).
General:
First render:
Second render:
Third render:
To be honest, I think all three look good, but in different ways.
A little trick I use with sets like these is to replace multiples with instances. For example, I'd select one stool and create eight instances. To place the instanced stools in the same locations as the others, I'd move the original stools into the group with the instances. Then one by one, use ctrl+c (copy) on a stool, then ctrl+v (paste) on the instance, until each instance was in the same location as the original stool it's replacing. After that, I'd delete the redundant stools. Then when changing materials, I only need to deal with one object.
The downside of that tip is if you parent an object on the original—a person sitting at the bar, for example—all the instances will have that object too.
Edit: I've since learned that instances have a parameter to choose between "Parent and Child" or "Parent." Selecting Parent for the instances will allow you to place a person on the original stool, for example, without that person sitting on all the other stools.
My most recent render uses a few old gems: Build A Scene, Pond Builder - Base, and Victorian House. Here's a small version for reference, (with a link to the gallery page if you'd like to see it larger.)
Link
In spite of the Victorian House being in the background, I put a lot of work into the curtains, creating both a transparency map for cutout opacity and a higher contrast diffuse map for Emissive Color. The curtains are a separate object from the house and consist of a single poly for each window. By using the Geometry Editor Tool, I was able to create a separate material zone for the curtains of each window I wanted lit. I also made the glass in the door emissive. Other than apply Iray Uber Base, I did nothing else to the Victorian House for the above image.
The rest of this post is on the Victorian House. Here are several clay renders to show the details. While there is a lot of detail modeled in, the siding uses perfectly flat planes, depending on the image maps to provide the tongue-in-groove siding appearance. The same is true of the roof and shingles.
That door is amazing. All that detail modeled in! Look at that door handle! On so many levels, I really love some of these older sets.
Here's the above front entrance with default textures and my emissive changes.
Notice the design on the upper sections of glass in the bay windows. That is achieved with the opacity map, and ends up lost when applying an Iray glass shader. The same is true of a diagonal grid over the upper story round windows.
Here's a front view of the whole house with the Iray Uber Base. My emissive changes have been removed, and the thin glass shader has been applied to all the windows
And same view with bump at 2.0, using the textures in the bump parameter, for everything except the windows.
And finally, here is the house in a complete render. (I may switch out the current image later. This was set up to use Ultrascatter for the lawn, but the 6/29/2017 update broke it. I'm pretty sure there won't be a fix until after the 4th of July, when the DAZ folks get back from a long holiday weekend.)
I wonder if it would be worth the effort to apply NGS Anagenessis 2 to the roof...? All of the pitched roof is one material zone, except for the the bit over the bay window, upstairs, our left. It would be easy enough to create a new material zone for it with the Geometry Editor Tool...
L'Adair - you made that Victorian house look really good in Iray!
Thank you, RGincy. I really didn't do a lot to it, though, for the purpose of this thread. I think one could do a lot with this model—with some shaders, the Geometry Editor Tool, and a bit of creative thinking.
Okay. One more render of the Victorian House. I used N.G.S. Anagenessis on the roof, and I put back the window details with the help of a geometry shell:
As I expected, N.G.S. Anagenessis darkened the roof considerably, but I'm not convinced it makes the roof any more realistic.
I like the diagonal grill on the uppermost windows, but the leaded glass on the all the bay windows competes with the curtains. The image links to the larger image, where you can see the window detail much better. Adding back the detail is really simple to do, though. Create a geometry shell of the house and in Parameters switch all the surfaces of the shell to off except for the main switch and all of the surfaces that end with _glass. Select those surfaces and apply the Iray Uber Base, then set cutout opacity to 1.0. Using your mouse, select and copy from the house surfaces, the settings from each non-glass surface that corresponds to the glass surface. For example, select bay_l_win and copy that surface to the bay_l_win_glass surface of the geometry shell. Now for each of those surfaces, you want to add the opacity map into the cutout opacity setting. If you prefer, you can do what I did: select all the _glass surfaces in the geometry shell. Apply an Iray metal shader, (I used brass from Mec4D's vol 1 PBS shaders,) and then add in the opacity maps.
Arcadia Colonnade with no changes to the surface materials.
I did however rotate the grass to face the camera on the second render.
How did you get two of th set side by side? Is that a reflection, or simply two instances of the set (whether by loading twice, duplcating or creating an instance...)?
Regardless of how you did it, I find this image very intriguing. Great job.
One of the load sets brings up three of them side by side with some variation.
That looks great, L'Adair! I've never used the geometry editor. Does that mean you can create several material zones based on the diffuse (even if there's nothing modled into it?)
This looks awesome! I'm surprised the leaves look so good without doing anything to them! Did you also added the water (it looks like a waterfall) inside Daz or is that post?
It is the Heavy Rain set in the store.
Here's another render that I did using the 3D Toon Clouds for the fog effect.
Oh, wow! Not sure how I missed the Heavy Rain product! How much does it increase render time? (I'm wondering if it's more time effective to just do post-work for rain).
You know, I wasn't interested in the 3D Toon Clouds until people started sharing creative ways to use it. I thought for sure, you'd used post work to create that fog. Might reconsider the toon clouds... argh, so many new things I want though! I've got my cart loaded with some of the poses (most all of them from @Muscleman, since they are AMAZING) that went on sale today.
Thought I'd shared the result of applying all the changes above:
Heavy rain loads as one giant area. It is divided into a grid where you can turn off sections, and only have what you need visible.
Not exactly. As it's name suggests, it edits the geometry. You can select portions of the mesh and assign the selection to a new surface, which is how I use it the most, and then you can apply your changes to just your new surface.
For example if you look at the last two images of the Victorian House, (separates posts,) you'll see a rock walkway. That is actually a "new surface" I created on a plane primitive, (with lots of polys as I applied a morph to make it raised.) I then used one of Mec4D's shaders on it from Vol 2. It's really rough, and I wouldn't have done it that way except I was planning on adding a lawn using Ultrascatter and expected the edge to be hidden enough the polys wouldn't be obvious.
Sometimes you'll come across a set or prop with everything shown as one material zone. I've seen hair done that way... (grrr... I mean, really, shouldn't at least the cap have a separate material zone...?) Sorry, I digress. Depending on how much detail is modeled in, it may be possible to separate different parts into their own material zones. Sometimes not. I have a pair of jeans with a belt on the texture, but it doesn't coincide with the mesh, so you leave it as is, or lose it with a shader. (Or make your own textures...)
The end result is... stunning!
@giselle3000! You should really check out Novica's recent thread on "The Material Zone." She starts it off with a tutorial on the Geometry Editor!
Awesome! Thanks for sharing the link and your knowledge! :D
Here's GIS Project with Iray Daz Uber Base applied to all of the materials and then some settings tweaked.